HUSKY and others

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Dali101
Posts: 156
Joined: Sun Apr 17, 2016 4:55 am

HUSKY and others

Post by Dali101 »

Dali101
Posts: 156
Joined: Sun Apr 17, 2016 4:55 am

RE: HUSKY and others

Post by Dali101 »

Hello everyone
Let me introduce the following scenarios based on the game. For playing this scenarios the original game (including all patches up to date) is necessary.
Part of my inspiration is the War in West strategic game by Garry Grisby. Some of the scenarios are nicely done.

Presently there is 1 scenario in play and 1 scenario under development:
SCN 26 8.7.1943 , 85 turns “Operation Husky“
SCN 27 2.6.1943 , 180 turns “Operation Husky Long“ (mini campaign, extending the previous scenario SCN 26 (Under development).

Legend:

Axis side:
Germany in the mod is in position of IJ Army.
Italy, Hungary, Bulgaria, Romania, Croatia, French Vichy, Slovak State in the mod in position of IJ Navy

Allied side:
Great Britain in the mod is in position of British
France (FFr) in the mod is in position of French
Greece in the mod is in position of Commonwealth
Belgian in the mod is in position of Commonwealth
Netherland in the mod is in position of Dutch
Canada in the mod is in position of Canada
USA in the mod is in position of US Army
US Navy in the mod is in position of US Navy
Australia in the mod is in position of Australian
New Zealand in the mod is in position of New Zealand
India in the mod is in position of India
South Africa in the mod is in position of Commonwealth
Poland and Czechoslovakia in the mod is in position of Commonwealth


Date:
SCN 26 8.7.1943 , 85 turns
SCN 27 2.6.1943 , 180 turns
History background:
These scenarios expect playing within the boundaries of historical events and are designed for players who want to try the historical situation of the year 1943 in the engine of this excellent game.

Ships, airplanes and the LCU equipment as well as the TOE are designed with the maximum possible accuracy, based on the sources available. My apologies for any possible mistakes that might appear. They weren´t made on purpose and further improvements and corrections should be expected.
Some elements of the game are slightly simplified in Scenario 26. This scenario needs to be seen as a tutorial for this environment.

Measure and scale:
The map is in the half-scale than the original AE – 20miles/hex, so the map is affected by that. The map will be upgraded “on the flow“ when necessary.

The map is shown in game using “HEX on“ and “HEX off“ version in the Main Menu Screen under Preferences.
Scenarios are fully playable against AI. But due to limited game engine power, please expect only average performance for AI.

Weapons and equipment:
Generally it is safe to say the game engine offers many slots in wide area of interests which can be successfully exploited by an alert Commander.
Planes are generally based on the existing types available in original game. During the modeling of German and Italian planes the main focus was put on a maximum effort in achieving historical accuracy.
The Great Britain and US planes are used from the original game virtually without any changes (or with minor changes in case of different versions which were not used in Pacific).

Axis planes are made from the scratch, all available parameters, similar constructions on the Allied side and outcomes of real historical air battles were considered during the development. All types were exhaustingly tested under many factors to get the nearest possible “historical“outcome.
Armored vehicles and other LCU equipment come close from original AE. Further development in this area is will be done in the future.
In preferences: Auto convert obsolete devices: OFF

Industry:
Allies: Industry and AC production is presented in the same fashion as in original AE. No equipment or AC is produced on map. The amount and “production start“dates are fixed and based on the real historical situation.
Axis: the same as Allies.

You will be informed of other changes.
Please note that part of the graphics is not complete. It will also improve in all areas such as graphics, sounds and artificial intelligence.
Dali

Big B
Posts: 4633
Joined: Wed Jun 01, 2005 5:41 pm
Location: Cali
Contact:

RE: HUSKY and others

Post by Big B »

Sounds very interesting!

ORIGINAL: Dali101

Hello everyone
Let me introduce the following scenarios based on the game. For playing this scenarios the original game (including all patches up to date) is necessary.
Part of my inspiration is the War in West strategic game by Garry Grisby. Some of the scenarios are nicely done.

Presently there is 1 scenario in play and 1 scenario under development:
SCN 26 8.7.1943 , 85 turns “Operation Husky“
SCN 27 2.6.1943 , 180 turns “Operation Husky Long“ (mini campaign, extending the previous scenario SCN 26 (Under development).

Legend:

Axis side:
Germany in the mod is in position of IJ Army.
Italy, Hungary, Bulgaria, Romania, Croatia, French Vichy, Slovak State in the mod in position of IJ Navy

Allied side:
Great Britain in the mod is in position of British
France (FFr) in the mod is in position of French
Greece in the mod is in position of Commonwealth
Belgian in the mod is in position of Commonwealth
Netherland in the mod is in position of Dutch
Canada in the mod is in position of Canada
USA in the mod is in position of US Army
US Navy in the mod is in position of US Navy
Australia in the mod is in position of Australian
New Zealand in the mod is in position of New Zealand
India in the mod is in position of India
South Africa in the mod is in position of Commonwealth
Poland and Czechoslovakia in the mod is in position of Commonwealth


Date:
SCN 26 8.7.1943 , 85 turns
SCN 27 2.6.1943 , 180 turns
History background:
These scenarios expect playing within the boundaries of historical events and are designed for players who want to try the historical situation of the year 1943 in the engine of this excellent game.

Ships, airplanes and the LCU equipment as well as the TOE are designed with the maximum possible accuracy, based on the sources available. My apologies for any possible mistakes that might appear. They weren´t made on purpose and further improvements and corrections should be expected.
Some elements of the game are slightly simplified in Scenario 26. This scenario needs to be seen as a tutorial for this environment.

Measure and scale:
The map is in the half-scale than the original AE – 20miles/hex, so the map is affected by that. The map will be upgraded “on the flow“ when necessary.

The map is shown in game using “HEX on“ and “HEX off“ version in the Main Menu Screen under Preferences.
Scenarios are fully playable against AI. But due to limited game engine power, please expect only average performance for AI.

Weapons and equipment:
Generally it is safe to say the game engine offers many slots in wide area of interests which can be successfully exploited by an alert Commander.
Planes are generally based on the existing types available in original game. During the modeling of German and Italian planes the main focus was put on a maximum effort in achieving historical accuracy.
The Great Britain and US planes are used from the original game virtually without any changes (or with minor changes in case of different versions which were not used in Pacific).

Axis planes are made from the scratch, all available parameters, similar constructions on the Allied side and outcomes of real historical air battles were considered during the development. All types were exhaustingly tested under many factors to get the nearest possible “historical“outcome.
Armored vehicles and other LCU equipment come close from original AE. Further development in this area is will be done in the future.
In preferences: Auto convert obsolete devices: OFF

Industry:
Allies: Industry and AC production is presented in the same fashion as in original AE. No equipment or AC is produced on map. The amount and “production start“dates are fixed and based on the real historical situation.
Axis: the same as Allies.

You will be informed of other changes.
Please note that part of the graphics is not complete. It will also improve in all areas such as graphics, sounds and artificial intelligence.
Dali

Dali101
Posts: 156
Joined: Sun Apr 17, 2016 4:55 am

RE: HUSKY and others

Post by Dali101 »

thank you Big B
Here is a screenpack 1 to download:

http://leteckaposta.cz/454438194
Dili
Posts: 4742
Joined: Fri Sep 10, 2004 4:33 pm

RE: HUSKY and others

Post by Dili »

Looks nice. Will send some comments by email.
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DOCUP
Posts: 3117
Joined: Wed Jul 07, 2010 7:38 pm

RE: HUSKY and others

Post by DOCUP »

Does look nice. Looking at it now.
User avatar
traskott
Posts: 1574
Joined: Mon Jun 23, 2008 8:30 am
Location: Valladolid, Spain

RE: HUSKY and others

Post by traskott »

At Scen26 some ships has very high speed....but others non. Bug or wad?

BTW: I'm suffering a lot of delay scrolling...even with same parameters I'm using on 5 others WitpAe installs.... :(
Dili
Posts: 4742
Joined: Fri Sep 10, 2004 4:33 pm

RE: HUSKY and others

Post by Dili »

I believe that since Dali(do not confuse him with me) made the scale half he increased speed 2x because of that.
User avatar
traskott
Posts: 1574
Joined: Mon Jun 23, 2008 8:30 am
Location: Valladolid, Spain

RE: HUSKY and others

Post by traskott »

Yes, no problem with that, but then all ships should have that "super speed", and there is some of them which have "vanilla" speed..
Dali101
Posts: 156
Joined: Sun Apr 17, 2016 4:55 am

RE: HUSKY and others

Post by Dali101 »

Yes you are right.
2x greater speed (and also endurance) is still only for warships.
Other ships will be gradually repaired. Please be patient… Dali
Panzertruppen88
Posts: 2
Joined: Sat Nov 18, 2017 3:11 pm

RE: HUSKY and others

Post by Panzertruppen88 »

It's looking good with fresh units and details. Good work on the plane art, the German and Itln Air Force units, the Axis ground units, etc.
The half scale, 20 miles/hex does allow for better ground operations.
Thanks Dali for all the efforts to bring out something new.


"Logistics is the ball and chain of armored warfare."
Heinz Guderian
"Logistics is the ball and chain of armored warfare."
Heinz Guderian
Dili
Posts: 4742
Joined: Fri Sep 10, 2004 4:33 pm

RE: HUSKY and others

Post by Dili »

Dali are you sure there are no issues with increase ship speed?
Dali101
Posts: 156
Joined: Sun Apr 17, 2016 4:55 am

RE: HUSKY and others

Post by Dali101 »

Thank you very much Panzetruppen88.
The 1/20 mile per hex scale is a compromise.
I very much hesitated to use this measure.

Scenarios are only at the begining of development. There is a long way to complete the Western Front.
How do you rate the results of air combat?
ORIGINAL: Panzertruppen88

It's looking good with fresh units and details. Good work on the plane art, the German and Itln Air Force units, the Axis ground units, etc.
The half scale, 20 miles/hex does allow for better ground operations.
Thanks Dali for all the efforts to bring out something new.


"Logistics is the ball and chain of armored warfare."
Heinz Guderian
Dali101
Posts: 156
Joined: Sun Apr 17, 2016 4:55 am

RE: HUSKY and others

Post by Dali101 »

Yes DILI
I understand your question.

I tested it fairly intensively. I feel like it is on a normal AE scale.
Please test yourself by fighting and see the results.

I have been working intensively on ship class repair AP and AK.
Within a week I will update (there will be some other changes including AI's behavior)
ORIGINAL: Dili

Dali are you sure there are no issues with increase ship speed?
Dili
Posts: 4742
Joined: Fri Sep 10, 2004 4:33 pm

RE: HUSKY and others

Post by Dili »

Thanks.
Panzertruppen88
Posts: 2
Joined: Sat Nov 18, 2017 3:11 pm

RE: HUSKY and others

Post by Panzertruppen88 »

Dali101
The air combat seems fine, I don't notice any change (tactics,etc)
"Logistics is the ball and chain of armored warfare."
Heinz Guderian
Dali101
Posts: 156
Joined: Sun Apr 17, 2016 4:55 am

RE: HUSKY and others

Post by Dali101 »


I thought the results of air combat ....
Performances of Italian and German fighters for Allies.

In my opinion, Spitfire is highly rated. Modifications of Mk.VIII and Mk.IX through the aircraft's killer axis.
ORIGINAL: Panzertruppen88

Dali101
The air combat seems fine, I don't notice any change (tactics,etc)
Dili
Posts: 4742
Joined: Fri Sep 10, 2004 4:33 pm

RE: HUSKY and others

Post by Dili »

Obviously not complete but the scenario is enjoyable. If the allied PT's, MBT's are put in game it might be more interesting.
Dali101
Posts: 156
Joined: Sun Apr 17, 2016 4:55 am

RE: HUSKY and others

Post by Dali101 »

If you want to see AI activity (and you are not actively playing), set Both Computer.
Activation of PT boats and many other automated intelligence operations will take place.

I'm constantly working on improving this topic.



Dili
Posts: 4742
Joined: Fri Sep 10, 2004 4:33 pm

RE: HUSKY and others

Post by Dili »

Any news on update?
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